Some GMing tricks I picked up

By Cael, in Game Masters

I've been running an EotE campaign for a while now and have found a couple of really useful and simple things I thought I'd share in the hopes that they're useful to other GMs:

1) Need a dramatic skill check that lasts a few rounds? Want the slicer sweating to get the door open while the rest of the party is fighting off Stormtroopers? Require some number of cumulative successes. For example, slicing this door will take 12 successes. It'll take the slicer a few turns to generate that many, giving the other players something to do (keep the Stormtroopers at bay) while the slicer does his thing. It gives everyone in the party some serious stakes.

2) Want the universe to feel open without causing option paralysis? Use leads. Our party has a short list (always maintained between 3-7) of leads. Hear about a lucrative smuggling job? That's a lead. One of the players wants to hunt down the guy who's blackmailing him? That's a lead. At the end of each session the players decide which lead they want to pursue next. It's sort of like a choose your own adventure, but it gives the players a great feeling of choosing what they're doing instead of riding a railroad and the GM gets to drop leads for games they're interested in running.

3) Want the PCs to fight an immense horde of enemies but don't want to roll eight thousand attacks? Use damage thresholds. The players must do some amount of total damage in a single round to keep the horde at bay. If they don't reach the threshold, the difference is split up and applied as wounds to the PCs.

Here's an example of how these three things worked out in a game I ran recently:

While pursuing a lead on a smuggling contract, the PCs meet a crime boss. They initially screw up and make him angry, but they work hard to salvage the situation. Later, the boss needs help running a rescue mission. His lieutenant is illegally buying blaster gas from an Imperial refinery when it's overrun by a horde of insectoid monsters.

The players find the lieutenant and have to escape, but their ride gets attacked and can't land. They find a shuttle that's partially disassembled for repairs. The mechanic character gets to work and needs 20 total successes to make it spaceworthy. Meanwhile, the other players have to hold back the horde. There are fixed defenses (E-WEBs and DF.9s) they can use, and they need to do 75 total damage the first turn, and that number goes up by 5 each turn. One of the tensest combats I've ever run. Every success on the mechanics check felt hugely important, every time the E-WEBs got to use autofire made a huge difference. In the end the players took a beating from the monsters but managed to make it out alive.

Anyway, I hope some of that is helpful to other GMs!

I really like the damage threshold for the horde idea...

Session cheat sheets. Whether you're running a canned adventure or your own, one page in order of what's going to occur.

Include plot bullet points.

Names of people NPCs.

Names of places.

p. #s in whatever book for additional references when needed.

Type of adversary card or qwik stats for custom one.

Sometimes I might pregenerate initiatives for my adversaries and jot em down.

Just the down and dirty stuff to help eliminate page flipping and game play pauses.

Pre generated Obligation/Random/Modular encounters. So when the PCs Obligation has tripped you have a response/responses ready to go that you can insert into an ongoing session, or include into the next one seamlessly without pause.